When I first played FotM I was shocked at how incredibly fun they were. All of these little mini dungeons to explore and interesting boss fights to learn. Unfortunately, the more you level the worse they get and it hurts to see something so brilliant start to suffer from bad design choices. With that said, I want to give the developers credit for trying something new. We can’t fault them for not getting it right on the first try.
I’d like to point out some flaws (in descending order) that I hope we can see fixed and can possibly avoid in the future.
(5.) Mass enemy respawning
This is the sole reason most skip the dredge fractal. So many enemies spawn the only way to complete the event is to either wipe or to avoid the content. Infinite scaling exacerbates this problem too.
(4.) Agony on hit
Agony itself is a good way to “gear check” harder fractals, but its implementation is disproportionate for all players. Many times only the player with the boss’ agro suffers from all of the agony, other times it can be ignored completely with a dodge, and sometimes it’s absolutely impossible to avoid.
(3.) RNG rewards
I’m very unhappy with this and “unhappy” is the nicest way to phrase this. We have tokens and ascension quality drops that could be used to craft/buy our ascension gear. Someone should not run 2 dailies and get their perfect rings while someone else has to run 100. Can’t sell, buy, or trade to even give a bad 2nd option. This is very frustrating.
(2.) Infinite Scaling
Simple number increases are not enough to balance a bump in difficulty. The HP increase of an enemy simply increases the time it takes for that boss to die and is irrelevant because everything becomes solely about survivability. The damage enemies deal with infinite scaling becomes so high that only the best toughness and healing support builds can survive. DPS builds become a liability as all they do is reduce the time an enemy survives.
(1.) Levels aka LFxM FotM ##
This system is so outrageously poor that it has dominated the map chat of every lion’s arch across every server and overflow. Entire websites and guilds were designed just to overcome it’s broken nature. A dungeon finder would alleviate this greatly, but it wouldn’t change the fact that most of us have to choose between playing with our actual friends and complete strangers that happen to share our skill level.
I do hope we see some drastic changes that make fractals fun again and I would like to offer some solutions in order to do so.
(5.) Reduce the respawning of enemies by about 2/3rds. This harms dredge, and cultist fractals the most.
(4.) Make Agony tick evenly across on all players every 30sec of a boss encounter. Scale its damage accordingly to adjust for this.
(3.) Keep the current system but allow players to buy the ring of their choice from the golem vendor for a high amount of Fractal Relics.
(2.) Remove infinite scaling.
(1.) Reduce Fractals to 3 levels, easy, normal, and hard. Easy would be level 1 as is for leveling alts and new players to get gear and experience in a fun dungeon. Normal would require an 80+ character and be the difficulty of 10 without agony. Hard should be level 20 with agony, only getting easier when more agony resist is required. With this model a Very Hard could be added down the road as more ascension gear is released.
(edited by Dogger.1867)